This ordinance earns you §100 every month, which makes it a great ordinance to enact in early game, where you'll be needing every dollar you can get. The only side effect to it is that it increases crime by 20%, which isn't much of a problem when your city is still small, but might prove to be more troublesome once it has grown.

This ordinance is also needed to be able to build the casino, should you for some reason want it in your city.

A simple one, this ordinance cuts down on water usage by 10%. The downside is it also puts a hit on industrial demand. Only use it if you run out of water and cannot afford to build a new tower/pump yet.

This ordinance raises the commercial services demand. If you think you can afford it, it's a good ordinance to choose in early game to help spur commercial growth. You won't need it as much once your city progesses to commercial offices.

As with the Water Conservation Act above, this ordinance lowers the power usage by 10%, but in turn lowers industrial demand. On top of that, it also lowers your Mayor Rating. Only choose it if you run out of power and can't afford a new power plant.

This ordinance alters the Sims' commute to make them use public transit more. It can be used to relieve high traffic, but enacting it only makes sense if you have a good and working public transit system.

This ordinance reduces air pollution by 10%, in turn it reduces dirty industry demand. This ordinance should be enacted in late game only, when dirty industry is no longer the base of your economy and reducing the air pollution is more important to get in high-wealth buildings.

After enacting this ordinance, you will be unable to build nuclear power plants, and existing ones will be shut down. It has a positive effect on the Mayor Rating, as well as a slight agricultural demand increase, but it also lowers high-tech industry demand. Due to its low and worthless effects, enacting this ordinance isn't worth it at all.